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/vr/ - Retro Games

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>> No.5168723 [View]
File: 241 KB, 1280x960, tumblr_o9atvrT0Ln1ty70x1o5_1280.png [View same] [iqdb] [saucenao] [google]
5168723

>Meanwhile, in the locker rooms...

>> No.4396171 [View]
File: 241 KB, 1280x960, tumblr_o9atvrT0Ln1ty70x1o5_1280.png [View same] [iqdb] [saucenao] [google]
4396171

>>4396147
>Could "realistic" level design work in Doom?
Sort of.

I recommend taking some pages from Duke Nukem 3D, real buildings have lots of rooms that wouldn't necessarily have rooms interesting for vidya gameplay, block off or lock those rooms away, delete them, and then try to work out interesting ways to have those rooms, if you look at some 1994 era Doom .wads where people recreate apartment buildings, schools and workplaces, you find long hallways lined with identical and boring rooms, avoid this, this will do you no good and detract from your level.

Also consider how they can be altered, like broken walls, demonic growths, furniture and objects, etc, whatever, and how they can be accessed. Doors, yes, but consider also windows, ventilation shafts, accessing a room from a hatch in the attic, crawlspaces, etc, so called "intermediate spaces", see Half-Life for some examples of that.

Make sure to set apart doors which can be opened, and doors which have nothing behind them, like you can tell by looking that this door has nothing (but don't be afraid of hiding a secret behind one or two of these fake doors), this lets you have the realism of a big house or building that would have lots of rooms, but not waste the players time with pointless rooms or useless level design.

A separate example is pic related, from Nihility.wad, it uses some alpha/beta resources to squeeze in the occasional realistic-ish room in an otherwise conventionally abstract classic Doom style map, and it works very well in my opinion.

>> No.3673058 [View]
File: 241 KB, 1280x960, tumblr_o9atvrT0Ln1ty70x1o5_1280.png [View same] [iqdb] [saucenao] [google]
3673058

I can't wait for the final release of Nihility.

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